Mythic Mastery - The Path of Villainy

Mythic Mastery - The Path of Villainy

Mythic Mastery - The Path of Villainy

Become a Master of Evil!

While it’s true that anyone can be evil, to truly be a master of all things nefarious and wicked requires dedication, and this is even more true at the highest echelons of power. Nothing stops mythic characters of the archmage, champion, or trickster paths from being evil and villainous, but the worst of the worst deserve a dedicated path that provides them with all the tools and tricks that are the villain’s bread and butter. Quick escapes, mocking monologues, and dastardly schemes, these are the tools of those who choose the villain mythic path, and they allow nothing to stand in the way of their dark desires.

This book presents a new mythic path for mythic characters, the villain. With over 30 mythic powers to choose from, your villainous characters, whether player characters in an evil campaign, or villainous NPCs, will have plenty of options available, including:

Several powers that specifically interfere with the mythic abilities of others.

Accessible necromancy and fiend summoning, even for characters otherwise incapable of casting spells.

A secret lair that is difficult to find via magic.

Access to powerful technology and the ability to replicate it.

…and much, much more!

The Mythic Mastery series of products builds and expands on the rules for mythic characters introduced in Pathfinder Roleplaying Game: Mythic Adventures. Each Mythic Mastery provides new content and rules for mythic games, with a focus on a single theme or area of play. While some of the content provided in Mythic Mastery products requires the use of mythic characters and a mythic adventure, others, such as those focused on exploring mythic monsters, can be used in games of every sort.